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sounds
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Start and stop some sounds and add a little bit of reverb to sounds so they fit the 'dungeon' theme.
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2025-02-28 10:48:45 -05:00 |
armored_knight_1-256.png
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Switching back to 256px textures for most things, but the weapon works best as a 512px.
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2025-01-25 08:29:01 -05:00 |
armored_knight_1-512.png
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Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
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2025-01-25 07:46:57 -05:00 |
axe_ranger-256.png
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Super awesome twitchy animation for axe guy.
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2025-02-22 11:03:38 -05:00 |
blood_splatter-256.png
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You now have blood on your screen when below half health.
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2025-02-13 13:15:20 -05:00 |
ceiling_test-256.png
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Switching back to 256px textures for most things, but the weapon works best as a 512px.
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2025-01-25 08:29:01 -05:00 |
ceiling_test-512.png
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Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
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2025-01-25 07:46:57 -05:00 |
ceiling_worm-256.png
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Switching back to 256px textures for most things, but the weapon works best as a 512px.
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2025-01-25 08:29:01 -05:00 |
cinqueda_1-256.png
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Switching back to 256px textures for most things, but the weapon works best as a 512px.
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2025-01-25 08:29:01 -05:00 |
cinqueda_1-512.png
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Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
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2025-01-25 07:46:57 -05:00 |
config.json
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Animations now have an easing/ease_rate setting that will do a dynamic scaling effect on them during the animation sequence.
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2025-03-01 00:24:19 -05:00 |
devices.json
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Basic simple animations where the enemies just move forward.
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2025-02-22 01:36:31 -05:00 |
down_the_well.jpg
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We can go down a level and there's a loading screen for it. The map and motion now matches the directions shown in the raycasting. There's now a compass that shows you the direction you're facing.
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2025-02-25 13:15:39 -05:00 |
enemies.json
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Started to set things up so that the boss fight UI can load enemies and configs out of the components setup.
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2025-03-01 00:46:40 -05:00 |
evil_eye-sprites.png
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Have a barely working animation thing that animates the evil eye when you click a button.
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2025-01-27 05:40:04 -05:00 |
evil_eye_test-256.png
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Switching back to 256px textures for most things, but the weapon works best as a 512px.
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2025-01-25 08:29:01 -05:00 |
evil_eye_test-512.png
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Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
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2025-01-25 07:46:57 -05:00 |
floor_tile_test-256.png
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Switching back to 256px textures for most things, but the weapon works best as a 512px.
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2025-01-25 08:29:01 -05:00 |
floor_tile_test-512.png
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Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
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2025-01-25 07:46:57 -05:00 |
grave_stone-256.png
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Small error in how mouse events are processed. I need to do them _outside_ of the guecs::UI so that the event is checked once and then confirmed in all grids. Then created a tombstone device to be used as a dead enemy marker that will later allow looting.
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2025-02-19 08:33:18 -05:00 |
hairy_spider-256.png
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Bring in a spider enemy.
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2025-02-17 14:34:50 -05:00 |
hanging_brazier-256.png
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Create a bunch of textures for sprites in the game.
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2025-02-11 20:46:44 -05:00 |
healing_potion_small-256.png
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Create a bunch of textures for sprites in the game.
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2025-02-11 20:46:44 -05:00 |
items.json
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A few tweaks to make the HP bar work constnantly, probably not the most efficient but it's good enough for now.
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2025-02-24 12:05:54 -05:00 |
left_gui.png
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Went with just making the left gui frame monochrome to sort out its value structure compared to the scene.
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2025-02-12 16:16:30 -05:00 |
rat-king-boss-fight-test-small.jpg
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Initial idea for the boss fight UI but it's just a temporary holder for now.
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2025-02-27 15:24:17 -05:00 |
rat_king-256.png
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Forgot the rat king graphic.
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2025-02-26 12:22:31 -05:00 |
rat_king_boss_fight_background.jpg
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Boss fight looking better, but I need to get this bounce animation in the main game fights.
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2025-02-28 13:03:13 -05:00 |
rat_king_boss_fight_sprite.png
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Boss fight looking better, but I need to get this bounce animation in the main game fights.
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2025-02-28 13:03:13 -05:00 |
rat_with_sword-256.png
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New rat enemy.
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2025-02-14 15:22:47 -05:00 |
rope_vines_up-256.png
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All of the assets I need right now are done.
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2025-02-12 11:18:24 -05:00 |
text.otf
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Bring in the gnu omni font for text, and rewrite my stats code to use c++ and then use that to calc FPS stats for an FPS display on the left. Debug build gets about 48, release gets about 500fps. Amit's code will probably do even better.
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2025-01-18 02:42:41 -05:00 |
tiles.json
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Initial idea for the boss fight UI but it's just a temporary holder for now.
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2025-02-27 15:24:17 -05:00 |
torch_crappy-256.png
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Create a bunch of textures for sprites in the game.
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2025-02-11 20:46:44 -05:00 |
torch_horizontal_floor-256.png
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More assets.
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2025-02-12 02:24:32 -05:00 |
torch_pillar-256.png
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Create a bunch of textures for sprites in the game.
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2025-02-11 20:46:44 -05:00 |
torch_pillar-512.png
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Create a bunch of textures for sprites in the game.
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2025-02-11 20:46:44 -05:00 |
trash_button.png
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Combat UI can now send events to the GUIwhen they click on buttons, and I've got a crappy wood texture for the buttons to test that.
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2025-02-18 14:24:57 -05:00 |
tripwire_trap-256.png
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All of the assets I need right now are done.
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2025-02-12 11:18:24 -05:00 |
undead_peasant-256.png
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Switching back to 256px textures for most things, but the weapon works best as a 512px.
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2025-01-25 08:29:01 -05:00 |
undead_peasant-spritesheet.png
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Made a terrible animation sprite and then did a quick animation test. Won't keep it for now but this shows how it could work.
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2025-01-25 12:02:57 -05:00 |
wall_simple-256.png
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Brought over a bunch of code from the roguelike and now will use it to generate a random map.
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2025-01-30 11:38:57 -05:00 |
wall_texture_test-256.png
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Switching back to 256px textures for most things, but the weapon works best as a 512px.
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2025-01-25 08:29:01 -05:00 |
wall_texture_test-512.png
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Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
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2025-01-25 07:46:57 -05:00 |
wall_with_pillars-256.png
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Brought over a bunch of code from the roguelike and now will use it to generate a random map.
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2025-01-30 11:38:57 -05:00 |
wall_with_vines-256.png
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Brought over a bunch of code from the roguelike and now will use it to generate a random map.
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2025-01-30 11:38:57 -05:00 |
well_down-256.png
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More assets.
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2025-02-12 02:24:32 -05:00 |
wood_barrel_large-256.png
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Switching back to 256px textures for most things, but the weapon works best as a 512px.
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2025-01-25 08:29:01 -05:00 |
wood_barrel_large-512.png
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Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
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2025-01-25 07:46:57 -05:00 |
wood_barrel_small-256.png
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More assets.
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2025-02-12 02:24:32 -05:00 |
wood_wall-256.png
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Switching back to 256px textures for most things, but the weapon works best as a 512px.
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2025-01-25 08:29:01 -05:00 |
wood_wall-512.png
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Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
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2025-01-25 07:46:57 -05:00 |